Spell creation?

Post » Mon Sep 06, 2010 10:03 am

Sup' folks?
I have been searching on youtube and here on the forums and havent found out anything about the spell creation/cuztomisation(spelling?) thingys! do you guys have any info? I would want it to be like in two worlds 2..(havent played it but it looks cool)
You should search it up on youtube if you dont know what i am talking about. The spell making in that game is BADASS!
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Mon Sep 06, 2010 12:12 pm

Morrowind style. I didn't like the Altars in Oblivion and I thought TW2's system, while generally interesting, was a tad too tedious.
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Mon Sep 06, 2010 1:49 pm

I am playing Two Worlds 2 right now as a mage. The spell making isn't really all that advanced. You just keep adding cards and hope to find a combination for a 'pre-made' spell. You might be able to increase its strength slightly with more cards, but its still a pre-made spell with a few options.

Still, customizing spells is EVERYTHING to people that like to play mages and the more complicated the better, IMO. After all, mages are supposed to have studied long and complicated processes to be able to handle magic. Its why the average commoner isn't throwing fireballs around all day.
I would love to see a system that allows the mage to create spells in a very customizable way. If I want my fireball to burn a little hotter, maybe I can sacrifice a bit of my own health to fuel it. Maybe I can make spells more powerful if I use a longer incantation so they take longer to cast. Maybe I could use a ritual consuming exotic materials back at my laboratory to create a one use stone that does some pretty amazing things. Maybe if I create a spell that is much more powerful than I could normally cast, but could only use it where something in the environment is present, like making an existing campfire explode in a dramatic fashion rather than just conjuring fire out of thin air.

That would be the magic-system I could play with all day.
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Mon Sep 06, 2010 2:19 pm

I am playing Two Worlds 2 right now as a mage. The spell making isn't really all that advanced. You just keep adding cards and hope to find a combination for a 'pre-made' spell. You might be able to increase its strength slightly with more cards, but its still a pre-made spell with a few options.

Still, customizing spells is EVERYTHING to people that like to play mages and the more complicated the better, IMO. After all, mages are supposed to have studied long and complicated processes to be able to handle magic. Its why the average commoner isn't throwing fireballs around all day.
I would love to see a system that allows the mage to create spells in a very customizable way. If I want my fireball to burn a little hotter, maybe I can sacrifice a bit of my own health to fuel it. Maybe I can make spells more powerful if I use a longer incantation so they take longer to cast. Maybe I could use a ritual consuming exotic materials back at my laboratory to create a one use stone that does some pretty amazing things. Maybe if I create a spell that is much more powerful than I could normally cast, but could only use it where something in the environment is present, like making an existing campfire explode in a dramatic fashion rather than just conjuring fire out of thin air.

That would be the magic-system I could play with all day.

How advanced is 2 worlds 2 spell making compared with Oblivion? Your description makes it sound far simpler.
Oblivion / Morrowind were pretty decent because you could specify target, strength, area, and duration for each effect and have lots of effect in a spell.
Your system sounds even more advanced as you can increase strength by increase casting time or disadvantages.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Mon Sep 06, 2010 9:34 pm

We definately need to see more elemental spells in Skyrim, such as Earth, Water, Wind and so on..

And maybe even the use of Ki (energy) to use as a spell?..
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Mon Sep 06, 2010 6:21 pm

I think that Todd has mentioned that with new engine and approach making magic much more 'magical', he feels like crafting spells (especially the way it was handled in Oblivion) would take much from the effect and it's something that he and the team are putting in serious consideration.
You could read that in the February issue of GI, the article treating about magic-ness.
User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Mon Sep 06, 2010 12:32 pm

I swear todd said there wouldn't be spell making in skyrim as it "takes the magic out of magic" very true imo... although i could have got the wrong end of the stick. I am looking forward to the new spell system it seems promising. I might actually roll a mage on my second time round. Never used magic apart from restoration in OB, had a go with a mage for a few hours but it didn't tickle my taste buds.
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Mon Sep 06, 2010 8:12 pm

How advanced is 2 worlds 2 spell making compared with Oblivion? Your description makes it sound far simpler.
Oblivion / Morrowind were pretty decent because you could specify target, strength, area, and duration for each effect and have lots of effect in a spell.
Your system sounds even more advanced as you can increase strength by increase casting time or disadvantages.

the magoc system in tw2 is much more... awesome.
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Mon Sep 06, 2010 3:53 pm

The TW2 system feels more advanced. You create your spells, by placing 'cards' into a spell amulet in pairs along with modifier cards. For instance, if you pair a fire card with a missile card, you can shoot a fire dart at an enemy. You can have up to 3 pairs of cards in a single spell.
So I could make a spell that shoots a dart of fire that will seek out an enemy with the first pair. Then the second pair of cards will initiate an area effect spell doing damage to everyone in 4 meters of impact. If I add a time modifier to that pair, it will do damage to them over 10 seconds. Then the 3rd pair could just a fire and enchant without any modifiers which will also blind them for a few seconds. You can also pair just about any type of card with a summon card to get a whole range of different summoned creatures.

It does make a mage think about how to utilize the cards he has into many different types of effects, which is good. It also makes you thrilled when you discover a new type of card you don't have and then experiment with what you can do with it. Thats a great feeling for a mage.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Mon Sep 06, 2010 3:43 pm

Must be in at last in CS along with script effect
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm


Return to V - Skyrim